Wildwood Sentry

Level 9
Creature· humanUncommonMediumRemaster
AC
28
HP
155
Speed
25 ft.
Perception
+20
Fort
+18
Ref
+20
Will
+18
Languages common, fey
Skills nature +20, stealth +20, survival +20, medicine +18
Recall Knowledge DC 28 (society)

Attacks

Melee Dagger +21 (agile, finesse, versatile-s), Damage 1d4+12 piercing
Melee Battle Axe +21 (sweep), Damage 1d8+12 slashing
Melee Composite Longbow +22 (deadly-d10, magical, propulsive, reload 0 ft., volley 30 ft.), Damage 1d8+11 piercing

Abilities

Foragerinteraction

While using Survival to Subsist, if the sentry rolls a failure or a critical failure, they get a success instead. If the sentry rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success.

Forest Walkerinteraction

The sentry ignores the effects of difficult terrain from a forest environment. They can Sneak through underbrush without the need to attempt a Stealth check as long as the sentry moves no more than 5 feet at a time and isn't within 10 feet of an enemy at any point during their movement.

Sentry's Warning

Trigger The sentry is about to roll Perception or Survival to determine their initiative;


Effect The sentry visually or audibly warns allies, granting them a +1 circumstance bonus to their initiative rolls. Depending on how the sentry warns allies, this action has the auditory or visual trait.

Hunt Prey

The sentry designates a single creature they can see and hear, or one they're Tracking, as their prey. The sentry gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey.

The first time the sentry hits the designated prey in a round, they deal an additional 1d8 precision damage. The sentry also ignores the penalty for making ranged attacks within their second range increment against the prey they're hunting.

These effects last until the se

Protector of Arenway

The sentry can only cast its primal innate spells while on the Isle of Arenway.